Now to the big guns...

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Now to the big guns...

 
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  #1
Jul 26th, 2007
Alright, I've written in javascript and dabbled in torque, but I'm sick of the noob stuff. What are good languages and progs up to date? (haven't been developing for a while now).

No rush... just thought I'd ask before dissapointing myself with
C++_+_---+_==--[;)]/
etc.
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Re: Now to the big guns...

 
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Jul 26th, 2007
If you are speaking in terms of game programming, C++ is still the king. C#, Java, and Python are also valid choices.
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Re: Now to the big guns...

 
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Jul 27th, 2007
Thanks Ezzaral. Didn't know if anything knew had cropped up. Guess not.
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Re: Now to the big guns...

 
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Jul 27th, 2007
C++ has been the language for games for like 15+ years, i dont think its going to change that soon
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Re: Now to the big guns...

 
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Jul 28th, 2007
Well I can dream, cant I?
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Re: Now to the big guns...

 
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Jul 28th, 2007
C++ with OpenGL is joyful. My dreams are powered by that combination.

But, it depends what you mean by 'game' really. One could write tic-tac-toe in PHP; one ( or more ) could write Quake 3 in C++ with OpenGL.

You can get OpenGL for Python, and other languages probably.. To be honest with OGL, the redraw time when presented with all necessay information can be way longer per cycle than the time taken to mess about multiplying matrices, calculating and reacting to collisions, or running basic AI algorithms... the point being, using a language that traditionally executes slower than C++ for the main part of the game ( the part that isn't implemented in the, often 3rd party, complete, and likely written in C or C++ graphics or physics libraries ) isn't necessarily a limiting factor.

What language would you like to write in, and what would you like to create?
Plato forgot the nullahedron..
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Re: Now to the big guns...

 
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Jul 28th, 2007
yes i mean, a large number of modern games still use assembley code for speed critical parts (the rendering engine in quake, for example)
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Re: Now to the big guns...

 
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Jul 30th, 2007
C# with XNA is gaining some popularity as well, but production games for the most part still rely on C++. As said above - it depends on what you want to program. As a new game programmer, the language is going to be the least limiting thing you'll face.
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Re: Now to the big guns...

 
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Jul 30th, 2007
i agree. C# is just a bit too slow at the monent for real games though but maybe in the future

Why dont they make a new C - C+2 anyone ? (lol)
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Re: Now to the big guns...

 
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Jul 30th, 2007
C^2
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